@ -644,7 +644,7 @@ void EV_FireShotGunSingle( event_args_t *args )
EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming );
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx - 1], 0.08716, 0.08716 );
EV_HLDM_FireBullets( idx, forward, right, up, 6, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &g_tracerCount[idx - 1], 0.08716, 0.08716 );
}
//======================
// SHOTGUN END
@ -23,7 +23,6 @@
#include "cbase.h"
#include "doors.h"
#include "game.h"
#include "weapons.h"
extern void SetMovedir( entvars_t *ev );
@ -751,12 +750,12 @@ void CBaseDoor::Blocked( CBaseEntity *pOther )
if( pev->dmg )
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH );
if( satchelfix.value )
/*if( satchelfix.value )
{
// Detonate satchels
if( !strcmp( "monster_satchel", STRING( pOther->pev->classname ) ) )
( (CSatchel*)pOther )->Use( this, this, USE_ON, 0 );
}*/
// if a door has a negative wait, it would never come back if blocked,
// so let it just squash the object to death real fast
@ -835,8 +835,8 @@ void CBasePlayer::RemoveAllItems( BOOL removeSuit )
for( i = 0; i < MAX_AMMO_SLOTS; i++ )
m_rgAmmo[i] = 0;
DeactivateSatchels( this );
DeactivateSatchels( this );*/
UpdateClientData();